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Jump Jets


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#1 VXJaeger

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Posted 07 January 2013 - 02:00 AM

Roll them back to what they were before the nerfhammer, and offer just one type of JJ, the 1 ton version. Screw canon on different types.

Same time make mech's that can carry them just "JJ enabled" without limitations of amount, and leave the rest to gamers to decide how many of them they put into they mechs 'cause 1ton of JJ is always away from somewhere else.

Besides, it was funny to see a Jenner-pilot to panic and engage his JJs on full burn flying 100m+ upwards on the air :)
Like the mech's been smoking weed or something :D :D :D

Edited by VXJaeger, 07 January 2013 - 04:55 AM.


#2 Bors Mistral

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Posted 07 January 2013 - 08:07 AM

I respectfully disagree.

Jump-jets in MWO need to be two things: useful and fun (and a third thing - require a bit of skill to get the most of). At the moment they are neither, and reverting to the old, broken form will not change that.

Now, I don't know the exact numbers and game engine limitations of how JJ work at the moment, so what I'll do is just ballpark the following.


Basic rules:
1. We are going with the limited-amount-of-"fuel"-to-burn-and-holding-down-the-trigger control system the game currently has.
2. In game terms, each JJ you install will apply a certain amount of upward and forward motion to your mech.
3. JJ installed in a mech's torso will do that according to the direction the torso is facing, jj installed in the legs will do that according to the direction the legs are facing (lest we wish to make it simple, same way as we don't care for ammo feeds).
4. Be able to install more than the normal maximum amount of JJ, though possibly tie that to a pilot module.

This will enable us to:
1. Be able to boost acceleration by a small amount by tapping the JJ trigger, and also enable us to go a tiny amount over the normal max running speed.
2. Be able to boost by a small amount the deceleration when going backwards (or boost acceleration when going backwards if you have a mech with torso mounted jj that can twist 180 degrees... riiight..).
3. Influence the trajectory of the "flight" a little so you can try to correct if it seems like you'll miss the ledge of that building.

Also, the amount of vertical lift brought per jump-jet should be close to twice what it is at the moment.

If someone can provide me with the stats and mechanics of the current jump-jets implementation, I'll gladly make a more precise suggestion.

TL;DR:
- We want more lift.
- We want the ability to influence the trajectory while in the air (in a sensibly limited way).
- We want Jump-Jets to be fun and useful.

#3 Andross Deverow

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Posted 07 January 2013 - 08:17 AM

View PostBors Mistral, on 07 January 2013 - 08:07 AM, said:

I respectfully disagree.

Jump-jets in MWO need to be two things: useful and fun (and a third thing - require a bit of skill to get the most of). At the moment they are neither, and reverting to the old, broken form will not change that.

Now, I don't know the exact numbers and game engine limitations of how JJ work at the moment, so what I'll do is just ballpark the following.


Basic rules:
1. We are going with the limited-amount-of-"fuel"-to-burn-and-holding-down-the-trigger control system the game currently has.
2. In game terms, each JJ you install will apply a certain amount of upward and forward motion to your mech.
3. JJ installed in a mech's torso will do that according to the direction the torso is facing, jj installed in the legs will do that according to the direction the legs are facing (lest we wish to make it simple, same way as we don't care for ammo feeds).
4. Be able to install more than the normal maximum amount of JJ, though possibly tie that to a pilot module.

This will enable us to:
1. Be able to boost acceleration by a small amount by tapping the JJ trigger, and also enable us to go a tiny amount over the normal max running speed.
2. Be able to boost by a small amount the deceleration when going backwards (or boost acceleration when going backwards if you have a mech with torso mounted jj that can twist 180 degrees... riiight..).
3. Influence the trajectory of the "flight" a little so you can try to correct if it seems like you'll miss the ledge of that building.

Also, the amount of vertical lift brought per jump-jet should be close to twice what it is at the moment.

If someone can provide me with the stats and mechanics of the current jump-jets implementation, I'll gladly make a more precise suggestion.

TL;DR:
- We want more lift.
- We want the ability to influence the trajectory while in the air (in a sensibly limited way).
- We want Jump-Jets to be fun and useful.


Agreed...

#4 blinkin

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Posted 07 January 2013 - 12:48 PM

vv my opinions on the subject for anyone who cares.
http://mwomercs.com/...__fromsearch__1





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